Fix Mechanics - and others things

First the positive. I love this game. It is everything a park building game should be. I give Frontier mad props on making such a cusomizable experience and cant imagine how even on my moderate powered PC I can have 18,000 3d objects and still get a playable 14 fps.


Now the issues I am running into. (perhaps these are well documented... i only started playing a few months ago)

I recently played my first challenge park playing on medium difficulty. The mechanics in this game need a lot of tweaking IMO.

Once my park reached a certain size (4000 guests) it just collapsed. Most of this is I blame on the mechanics for. Rides would break down so often that I could not make money. This spiraled out of control the bigger the park got. Yes, I rebranded and refurbished.. but I started losing so much money because of downtime I ultimately had no more money to fix anything. Will probably abandon the park at this point.

Mechanics
My mechanics always have a low work rating.. despite having 7 coasters with (inspect every 10 minutes) checked on each. Yet they never inspected them every 10 minutes if at all before breaking down. The coasters continually broke down, along with other rides sometimes up to 4-5 at a time and the mechanics still had a work rating of low. Since hiring more mechanics would make the others quit because they were "bored" does not fix the issue, this has to be a bug. I tried multiple configs.. all free roaming. all work ordered. some free roaming and some work rostered., etc. etc.

Shops
Many of my shops lost money. It certainly seems like guests prefer Beef over anything else as even when priced the same my Tiki and Pizza never made money. Maybe I am missing something here.

Crime
I have played multiple sandboxes and a challenge mode. One thing is for certain, every park I make must be in the middle of the hood. Seriously, cameras and security guards (with workload as normal) everywhere and there is a theft every minute. Its a bit silly tbh.

Coaster Ratings
I built a lvl 10 excitement wooden coaster (per the challenge). It was difficult to pull off but I enjoyed the challenge. This coaster had a 10 excitement, 5.8 fear and 2.8 nausea. All indicators in the green. It had a 100% queue and average ride scenery. Yet it lost money at $14.00. No one would ride it. I built a huge queue thinking... peeps are going to line up for this one. But nope.. the measly 6 excitement coaster I built far earlier still packed them in. Dont get that one.

Scenery
My only observation here is it would be great if we could drop the grid down one more degree for rotation. Many times a off aligned path I simply could not get my scenery to line up with.. it would be a degree off.

Anyways, just my 2c. I will probably start another challenge now, and just keep the park small. Hoping there are some AI tweaks coming.
 
I totally agreed after long time away after the missing managment i have giving the game a new chance yesterday, but yes i got same mechanics, shops and crime problems as you this game is flawed and totally full of bugs, pretty unplayable.
 
Coaster Ratings
I built a lvl 10 excitement wooden coaster (per the challenge). It was difficult to pull off but I enjoyed the challenge. This coaster had a 10 excitement, 5.8 fear and 2.8 nausea. All indicators in the green. It had a 100% queue and average ride scenery. Yet it lost money at $14.00. No one would ride it. I built a huge queue thinking... peeps are going to line up for this one. But nope.. the measly 6 excitement coaster I built far earlier still packed them in. Dont get that one.

I have the same with the coasters, are the Fear levels the same? Because the lower the fear, the lower the threshold to enter the ride.
I tested it quickly, which was actually a test about reliability, but this possibly can be narrowed down to length of the coaster and not how jerky it is. So the longer the coaster, the faster it breaks down. But I want to do a more detailed test for that.

Your problem is probably the 5.8 fear (even though it is stated as green), you just don't have enough peeps in the park that are okay with that number. You will see, when smoothing and removing any near misses the Fear should go down (as will excitement of course) but the coaster would dan gradually fall into the desired range of many peeps and should attract more people.

Here are my results:
just build 3 coasters.

All 3 invincinble Giga.

2 identical ones (except some banking adjustments on one and the other not. both with an airtime hill, one smooth, the other topped off). Both 0€ to rule out price influences.
1 with a slightly larger layout (without banking and same height as the others, just longer.

stats coaster 1 (without banking)
Excitement 7.74
Fear 4.74
Neauseau 1.64
440 mtr

stats coaster 2 (with banking)
excitement 7.21
Fear 4.21
Neaseau 0.84
430 mtr (because of the smoothing and banking)

stats coaster 3 (long no banking, no hill).
excitement 5.34
Fear 1.56
Neauseau 0.95
530 mtr

Now as far as breakdowns goes, they all go more or less the same but coaster 3 goes a tiny bit faster than the other 2 so yes, this could be because of the length. The coaster also has some big g-force spikes but the others are the same length and go roughly the same.

Coaster 1 attracted way less people though. Coaster 2 was second best (probably because stats are gentler, though by design more realistic) but coaster 3 however totally gets run over by people probably because of the Fear rating being lower, but the coaster 1 and 2 have all green stats and this one has an orange excitement and fear.
 
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Been testing mechanics workload for a bit and it seems that even if they are continuously going from 1 ride to the other, their workload is low. Have a test park with 8 rides with their exits ( which mechanic uses ) all nearby echother. Could be that waiting at rides that are finishing their sequence is the cause of seemingly low workloads.
 
Make sure to train Mechanics to the max, it makes a lot of difference. The make sure they have few enough rides that they go fully back to the green each time they are inspected. Most of my rides rarely break down. Ignore the boredom just pay them enough they don't care whether they are busy or not.

Some rides need to be inspected more than others, pay attention to reliability. No need to inspect high reliability rides every 10 minutes, 20 works just fine.

Also make sure to use work zones for them, no need for them to roam anywhere other than between rides.
 
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Make sure to train Mechanics to the max, it makes a lot of difference. The make sure they have few enough rides that they go fully back to the green each time they are inspected. Most of my rides rarely break down. Ignore the boredom just pay them enough they don't care whether they are busy or not.

Some rides need to be inspected more than others, pay attention to reliability. No need to inspect high reliability rides every 10 minutes, 20 works just fine.

Also make sure to use work zones for them, no need for them to roam anywhere other than between rides.

Ill give this a try... thanks for the suggestion
 
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