Excitment / Fear / Nausia - "scores" - Value Colors

Okay.

Personally. I love the score management idea while designing a ride. Conceptually I understand the idea - but with some coasters (hydraulic launch, wooden hybrid, typically anything that can drop fast and turn hard) - It's super easy to get the scores into the "green" color, usually 6. But there are rides like river raft, the wooden friction ect - where it's almost impossible to average above 4.

Frankly I don't have a problem with a low average score; I have a problem with my score showing up as 4 (RED) after I spend hours designing it. The color red makes it seem like... it's wrong, not good, or could be improved. I've spent hours with a wild mouse to get it to 6.1... 6 was red. 6.1 was green.

For some of the coaster types the colors should be moderated or you should be able to toggle like "family ride" / "thrilling ride" / "signature ride" - score targets so it doesn't feel like the game is pushing me to design something that is just not possible.

For the river rapids (round raft) ride. My friend made one that was nearly 200 meters tall and it barely scored a 7... That's just crazy...
It would make a lot more sense to have a toggled "target audience" - and the score target values, ex. what guests like show up as green. "good score", "good design" - type of metrics.

Currently it's pretty frustrating to design something and it just hits you with a red number, I don't really understand how that number plugs into the guests needs. It feels incorrect or incomplete when I do open the ride... I think this just needs a bit more polish so it feels good when you're designing stuff. I mean. You guys should get this... getting a 40% on a spelling text in grade school wasn't exactly the best feeling. I want the interface to reinforce the feeling that, yes! this is perfect for families - or wow this is going to be super thrilling it's got above the median score for all values.

the nausea score is weird. because if the ride causes no nausia. or low nausia it shows up as red. which again. makes no sense. and it's like, green... "good"... if you hit like 1, 2 or 3.... lol... honestly. I don't think i ride rides to feel like i'm going to throw up. But this has been a classic value so... the color and scoring thing just throws me off a bit. it seems that low would be better and over 3 or 4 would be bad... But i think you should focus on barfing realism in future updates. get the basics of a "good ride" down first. (i do remember in the golden days of the 2000s RCT days i loved having parks with just puke filled paths... and realizing... oh... maybe my roller coaster is too intense... lol.
 
Those stats do seem to be a bit odd sometimes. I do believe though that scenery adds to the excitement. I could be vastly wrong of course. But I am fairly sure my scores change when more scenery is added. Also. There are some ways to boost the scores. If you have an airtime hill on your coaster that will produce excitement. An airtime hill with a near-miss-head-chopping moment will produce even more. Worth experimenting.
 
Those stats do seem to be a bit odd sometimes. I do believe though that scenery adds to the excitement. I could be vastly wrong of course. But I am fairly sure my scores change when more scenery is added. Also. There are some ways to boost the scores. If you have an airtime hill on your coaster that will produce excitement. An airtime hill with a near-miss-head-chopping moment will produce even more. Worth experimenting.

You are wrong and we are wrong :D

The EFN doesn't seem that important anymore.

 
you are right with the airtime hills :)

But headchoppers didn't add to my excitement of the coaster in the tests, but those have been prepatch.
If you have other results, please feel free to post them. The more we share test results, the more we get to the bottom of this.
 
I could be mistaken about the near misses. It's just that my meters all change. Excitement changes the most. I am working on a coaster right now which amazingly, for my first time ever, has got over 8 excitement. I'll keep an eye on this as the build continues and post here if anything juicy happens.
 
I would say that the game can't (and never could) calculate near miss effects...

It can and it does. The game doesn't know the diffrence between hitting and missing, but since the first game, you can even hear and see this a the guests 'whoa' and put their hands in front of the face and not up, which is the near miss thing. And in the old game you got more E and F for this.

Now it just gives you ride experience (which is actual fine with me)
 
Are you sure about this?
I know peeps were and are acting onride in PC1/PC2, but I think it was and still is randomly...
If it would be possible, maybe it's a result of calculated general ride excitement or max. a result of calculated g-forces at passages.
The position of items probably don't affect those onride reactions directly (only general scenery rating).
 
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Are you sure about this?
I know peeps were and are acting onride in PC1/PC2, but I think it was and still is randomly...
If it would be possible, maybe it's a result of calculated general ride excitement or max. a result of calculated g-forces at passages.
The position of items probably don't affect those onride reactions directly (only general scenery rating).
From my experience guests definitely duck intentionally when experiencing a headchopper effect by a piece of scenery above the train. It's quite a glitchy animation especially if you have a few in succession as it resets the guest animation every time, but it does happen! So if the system can animate it why can't the stats reflect it? On that note... the girl's ponytails lifting up during airtime, absolutely awesome visual effect, yet it's SO inconsistent for some reason. The live results can detect all the airtime perfectly, so why can't the ponytail simply animate to lift up every time the live stat goes below 0g?
 
There is general a bit of inconcisty in the animation and are slighty delayed. The near miss (duck and cower) and the airtime (lifting hands) are somewhat delayed. Like the animation starting when it happens and not like before as in reallife.

I personally lower my hands before they got chopped off (or my tiny human brain thinks it) and you don't let go, when the airtime happens but before when you guess you get airtime.

This makes the peeps behaviour slightly awkward cause the animation to be a slightly off, but since coaster riding is a game of seconds and miliseconds it kinda shows.
But i personally cut them slack here, cause it is probably to hard/resourceful to emulate human behaviour, when it is live. =)
 
From my experience guests definitely duck intentionally when experiencing a headchopper effect by a piece of scenery above the train. It's quite a glitchy animation especially if you have a few in succession as it resets the guest animation every time, but it does happen! So if the system can animate it why can't the stats reflect it? On that note... the girl's ponytails lifting up during airtime, absolutely awesome visual effect, yet it's SO inconsistent for some reason. The live results can detect all the airtime perfectly, so why can't the ponytail simply animate to lift up every time the live stat goes below 0g?
I have to retract my statement (just tested)...

Peeps are reacting to tracks and senery above them (near miss effects)! This is a really nice thing. As those calculations are possible, I wonder what else is possible?

Could they get more thirsty if queuing in the sun compared to shade?
Could they get more hungry after a swim?
Would they buy hot beverages at cold days?
Could they recover faster if resting in a quiet place?
Could they enjoy and react to a fireworks show?
 
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I have to retract my statement (just tested)...

Peeps are reacting to tracks and senery above them (near miss effects)! This is a really nice thing. As those calculations are possible, I wonder what else is possible?

Could they get more thirsty if queuing in the sun compared to shade?
Could they get more hungry after a swim?
Would they buy hot beverages at cold days?
Could they recover faster if resting in a quiet place?
Could they enjoy and react to a fireworks show?

Thanks for this. I thought I was going mad.
 
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