Coaster Test Result Values

Excitement ratings seem very high, and I have not seen any coasters with high nausea, even on coasters that are very dizzying or not that smooth. Obviously things will improve by the final release, but I would like to suggest adding another category: Comfort

Can somebody correct me on how these work, please?
Excitement is based on variety, speed, and scenery (raises happiness and increases ticket price)
Intensity is based on airtime, and inversions (prevents certain guests from riding)
and Nausea is based on high g's, too much spinning (makes guests sick)
(I doubt if thats accurate, just wondering)

I think they should expand upon that though. Comfort ratings could be based on bumps and smooth banks. If a passengers head/center bounce around it will raise the rides discomfort. I also think it could lower a guests energy.
 
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It could work, although I assume that on the left thee would be where you want your comfort to go, and the more it goes to the right, the more uncomfortable peeps become. I'm not sure what other people will think of a fourth category to the RollerCoasters, though.
 

Brett C

Frontier
How would 'comfort level' be calculated by the game for the coaster that you've built however?

Scenery? Coloring? Guest overall happiness? A delta/mean average of values from other ratings?
 
How would 'comfort level' be calculated by the game for the coaster that you've built however?

Scenery? Coloring? Guest overall happiness? A delta/mean average of values from other ratings?

You do have a point, although creaper did say these:
...and often the excitement is very high, even on coasters that are very dizzying or not that smooth.
Comfort rates for smooth banks.
This signals that the comfort category is likely based on how smooth the turns & banks are and such.
 
This signals that the comfort category is likely based on how smooth the turns & banks are and such.

This is also intensity.
As super smooth ride doesn't feel very intense.
A ride that knocks you around quite a bit, isn't very "comfortable", it's very intense.
 
I've seen youtube videos where coasters pull over 20G postivie G's and 10 lateral G's and the ratings come out to like 6.0, 5.5, 2.5. This should not be. We really need an intensity rating to limit rides which would send you to the hospital or even kill you.
 
How would 'comfort level' be calculated by the game for the coaster that you've built however?

Scenery? Coloring? Guest overall happiness? A delta/mean average of values from other ratings?
Excitement should be from scenery, speed, and variety.

Comfort would be based on banks, and bumps. (Does the passenger bounce their neck position?) Not sure how it would work in game, but in real life I have experienced some very bumpy and painful coasters... plus some very smooth ones [up]


This is also intensity.
As super smooth ride doesn't feel very intense.
A ride that knocks you around quite a bit, isn't very "comfortable", it's very intense.

Intensity should not equal smooth/comfort... intensity should be for airtime, g's, and inversions

and Nausea is from having too much spins, or g's
 
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Excitement should be based on variety: too much of the same thing = boring, so simpler rides have lower values(like junior coasters) and more unique features raises the value, just like in past RCT games the scenery is the extra factor to increase excitement

Personally, I think it should be challenging to make a high rated coaster. Of course Im just guessing/sharing my opinion on how I would imagine it, I have no idea how it really goes [happy]
 
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I've been on some rough old beasts of rollercoasters and would still rank them as very good. There is an allure to a coaster that has been open 100 years and it going to beat you around.
 
I've been on some rough old beasts of rollercoasters and would still rank them as very good. There is an allure to a coaster that has been open 100 years and it going to beat you around.
Hahaha that is great [up] personally Im not a fan of them but I have been on a few lol. I really think it helps to sit in a specific seat but each coaster is different.

However, I never said a bad comfort rating would hurt a coasters excitement, I just think it would help to see that as a value when designing them. Im not even that sure of how exactly Frontiers system works, so Id like to know [tongue]

Maybe the age of a coaster could effect comfort, and repairs could be added?

Also, less comfort should lower guests energy
 
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