Rides breaking down far too frequently. Coasters that are long length break down after each cycle.

I have a problem in my park that I am not sure on how to resolve. First of all, all rides in general seem to break down much, much more frequently than anticipated. I have multiple mechanics and even with 10 minute interval check-ups, nothing seems to be preventing failures.

One ride in particular is my wooden rollercoaster. Its 2421m long (so, very long, like a 2.5 min ride long very long). Perhaps one of the contributing factors is that it gets up to 110mph on the first drop and 94mph on the 2nd major drop. Regardless, thats part of the cool thing with this game is that you can kinda make impractically ridiculous rollercoasters that you'd probably never see in real life... but I made this one work. It has a ride rating of 6.5/5.3/5, so its not too shabby and people want to go on it.

The problem comes down to the repairs and the fact that the ride is broken down pretty much 24/7. It can do 1 cycle, and when that train arrives back in to the station, the durability is already at 50% and the ride breaks down immediately after. Needless to say, this is a negative asset in my game and basically invalidates long coasters. I'm not sure if this is just limited to Wooden coasters or if other coasters are affected as well, but I have to say, ride durability should decrease per cycle, not per meter traveled.

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Freshly refurb and it goes right back in to degrading the quality super fast.
 
Wooden coasters do break down quicker than some other types, but breaking after one run is just silly.

Yup and this is exactly my point. The way that the game interpolates durability loss is overly aggressive and I'd honestly go as far as to say its a bug. I'd be surprised if it was only the wooden coaster that acted in this manner. I'm guessing its something like, all coasters durability is factored by "time", which the time while the ride is running, when this should be durability is factored by completed cycles as well as a random chance for mishaps.

I think the appropriate simulation feel were looking for here is something like....

Durability = established when the ride is complete. There is a pool of hitpoints, say 400 for wooden (maybe like 1200 for gigacoaster). There is also a threshold of breakdown, which is set to some random number between 20% and 45%, those percentages are representations of the total hitpoint pool. When a coaster sends the signal to the station that it is ready to run it's circuit, a random die roll checks to see if the ride will break on start. If a ride is determined to have a successful start to the circuit, then one of the hitpoints is removed. This means that the more trains you have running, the more frequently the rides will break down (kinda true in real life terms). I do think that there should also always be like a random 2% chance of some odd event happening, like the seatbelts got stuck, or some kid on the ride puked.

The chance that the ride breaks is determined by the current hitpoints (400) divded by max pool of hitpoints. In the case of 100%, the ride would never break... but as the ride gets older, it is more prone to breaking down, which is true before refurbishment. So every time the ride breaks, it would be taking away from the max HP of the durability which would increase the chance to break, until the player decided to refurbish. Which, btw, reminds me that refurbishment feels relatively arbitrary at the moment, and it could be made more impactful by playing around with the values I've outlined. Also, refurb process is quick and cheap to do, would probably be better if it was more punishing (more expensive and made your ride go down for a significant amount of time).

but I mean, just a thought?
 
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I'm having the same issue with my American arrow coaster. It breaks down every couple of runs. It's annoying as I made a large themed queue line and every 5 minutes it empties because the ride is broken down. And my coaster isn't even that long, the run time is 65s. This really needs to be tweaked.
 
I'm having the same issue with my American arrow coaster. It breaks down every couple of runs. It's annoying as I made a large themed queue line and every 5 minutes it empties because the ride is broken down. And my coaster isn't even that long, the run time is 65s. This really needs to be tweaked.

Indeed, I built this epic queue for my one ride shown in the pic here, but its like the line is ALWAYS empty because people are having to leave from the ride breaking down all the time. Its very discouraging and has actually made me stop playing the game :[
 
Having the same issue. After around 6 hours into the park and completing couple of challenges my rides suddenly break down every couple of minutes.

As GulaGames stated, it makes me want to stop playing the game as well. My guest counter went down from 3,700 to 2,500 within 30(!) minutes of gaming time after spending around 6 hours creating the park.
 
Yup and this is exactly my point. The way that the game interpolates durability loss is overly aggressive and I'd honestly go as far as to say its a bug. I'd be surprised if it was only the wooden coaster that acted in this manner. I'm guessing its something like, all coasters durability is factored by "time", which the time while the ride is running, when this should be durability is factored by completed cycles as well as a random chance for mishaps.

I think the appropriate simulation feel were looking for here is something like....

Durability = established when the ride is complete. There is a pool of hitpoints, say 400 for wooden (maybe like 1200 for gigacoaster). There is also a threshold of breakdown, which is set to some random number between 20% and 45%, those percentages are representations of the total hitpoint pool. When a coaster sends the signal to the station that it is ready to run it's circuit, a random die roll checks to see if the ride will break on start. If a ride is determined to have a successful start to the circuit, then one of the hitpoints is removed. This means that the more trains you have running, the more frequently the rides will break down (kinda true in real life terms). I do think that there should also always be like a random 2% chance of some odd event happening, like the seatbelts got stuck, or some kid on the ride puked.

The chance that the ride breaks is determined by the current hitpoints (400) divded by max pool of hitpoints. In the case of 100%, the ride would never break... but as the ride gets older, it is more prone to breaking down, which is true before refurbishment. So every time the ride breaks, it would be taking away from the max HP of the durability which would increase the chance to break, until the player decided to refurbish. Which, btw, reminds me that refurbishment feels relatively arbitrary at the moment, and it could be made more impactful by playing around with the values I've outlined. Also, refurb process is quick and cheap to do, would probably be better if it was more punishing (more expensive and made your ride go down for a significant amount of time).

but I mean, just a thought?

I think it should also take into account age of the ride(in game time years), how routinely it has maintenance done, and the stress levels.(Higher G's would make the ride less reliable). That way if you have enough mechanics doing maintenance, your ride could stay open all the time outside of when its being refurbished, which should be on average every 2-5 gametime years. While we're at it, we should be able to set a refurbishment schedule, or trigger(based on durability). There's lots of aspects of the game that could use some automation for the managment. Managment is fun, but micro-managment can get tedious.
 
yes ! i have noticed that rides/coasters break down to often, also when i ride or coaster breaks down or needs a refurbishment, all the guests leave to queue, i would like it if the guests stayed in the queue until it was fixed however for a bit of realism, maybe half of the guests left and most stayed. would be a good feature
 
Devs, what about a "Retrofit" button for rides? It would cost a large sum of money and maybe increase the running costs but it would drastically reduce breakdowns. I'm playing on "Harder" and I feel like I'm super micro-managing my coasters, constantly inspecting them when they hit orange to boost it back up to green to delay them from breaking down so often. If mechanics could inspect every 5 minutes, that would help out too.
 
Devs, what about a "Retrofit" button for rides? It would cost a large sum of money and maybe increase the running costs but it would drastically reduce breakdowns. I'm playing on "Harder" and I feel like I'm super micro-managing my coasters, constantly inspecting them when they hit orange to boost it back up to green to delay them from breaking down so often. If mechanics could inspect every 5 minutes, that would help out too.

I guess my tolerance is higher. I just don't see a problem. I don't pay attention to ride/coaster breakdowns. I know the mechanics have me covered.
Perhaps play on "medium" challenge?
If the OP was having this problem in sandbox, that's another story. But playing a mode known to have the highest frequency of breakdowns?
 
I guess my tolerance is higher. I just don't see a problem. I don't pay attention to ride/coaster breakdowns. I know the mechanics have me covered.
Perhaps play on "medium" challenge?
If the OP was having this problem in sandbox, that's another story. But playing a mode known to have the highest frequency of breakdowns?

My flat rides, log flume and rapids never break down. I haven't had to refurbish them in over 1,000+ months. I have 1 coaster that rarely breaks down, 1 coaster that break down often and 2 coasters that I have to severely micromanage to keep in the green. They'll even break down when in the orange. "Play it on medium" is not helpful to the situation especially when you've put a lot of time into a park.

"Harder" shouldn't mean I have to babysit my more demanding coasters. If mechanics could inspect every 5 minutes, that would cut down the constant babysitting. There should be gameplay mechanics that can help out whether that be allowing mechanics to inspect more often, paying a large fee to upgrade the ride or something else.
 
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No, I know it wasn't helpful. But it is a valid point in deciding where you want to start a new park knowing what you are faced with.

Opinions! We have them! [wink] [heart]
 
My flat rides, log flume and rapids never break down. I haven't had to refurbish them in over 1,000+ months. I have 1 coaster that rarely breaks down, 1 coaster that break down often and 2 coasters that I have to severely micromanage to keep in the green. They'll even break down when in the orange. "Play it on medium" is not helpful to the situation especially when you've put a lot of time into a park.

"Harder" shouldn't mean I have to babysit my more demanding coasters. If mechanics could inspect every 5 minutes, that would cut down the constant babysitting. There should be gameplay mechanics that can help out whether that be allowing mechanics to inspect more often, paying a large fee to upgrade the ride or something else.

I actually agree that harder would be less annoying if we could get 5 min inspections. I think breakdowns are too frequent personally and instead should be more rare but also cost money to fix rather than repairing at no cost.
 
Here is a cheat code to fix breakdowns. Stop rides from breaking down
Farewell technical issues! No more missing out on revenue due to faulty rides!
How to activate: Rename a ride “FRONTIER” to reduce the breakdown rate of all rides to zero! The ride name is at the top of the ride information windôw.
 
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