Coasters too scary for my customers.

Dear Planet Coaster's developers,
First at all, thanks for your good work.
I permit myself to post this thread in order to draw your attention on one alternative of the game, which in my opinion should be able to be activated through an in-game option - I tried to look for it but didn't find something related - being able to build crazy coasters which will be ride by park's customers, doesn't matter the fear/vomit/enthousiasm figures.

I feel very frustrating not being able to build unrealistic and creative coasters and not seeing people having fun into it. That's a game after all. [rolleyes]

Thank for your time,
 
I find this bonkers too - I made a fun coaster but it was deemed too scary and nauseous , so no-one will ride it.

This is a coaster game, right? There must be some thrillseekers visiting the park, y'know, for the crazy coasters?
 
Call a Peep Sam Denney
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Ride All Coasters (make all guests ride every park coaster before leaving the park) OR it may just make guests ignore their nausea rating
 
Not sure what you're looking for that's different from Test mode. Just to watch the looks of horror on the guests? I don't think they have any. Generate mountains of puke? OK, I guess that's one worthy goal.

But if you're up to the challenge, PC has the tools to help you find and fix the problems that are keeping guests away.

I sometimes disagree with some of the ratings certain sections of my track get (the heat maps in the testing tab are very helpful) , but often it doesn't take much of a change to keep from pegging the meter - and as long as you aren't exceeding the maxes in more than one or two spots, you should get a few guests. And it seems to be the lateral Gs that really hurt - just as in real life, guests hate getting banged around in a coaster - so watch your banking. Of course, having to endure 6 Gs pulling out of a drop can discourage a guest, as well.

Robert
 
The point isn't about hitting the game's perceived "ideal" ratings, it's about why those ratings have to be adhered to. For example, why should we aim for low nausea rides? Some people WANT to feel that, hence why some people go on rollercoasters.

The game should cater for all tastes, from gentle merry-go-rounds to the most vomit-inducing of coasters.
 
The point isn't about hitting the game's perceived "ideal" ratings, it's about why those ratings have to be adhered to. For example, why should we aim for low nausea rides? Some people WANT to feel that, hence why some people go on rollercoasters.

The game should cater for all tastes, from gentle merry-go-rounds to the most vomit-inducing of coasters.

I guess you want a park filled with vomit. yuck!
 
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