Missing Key Feature of Scenario Editor

Overall I really do love the fact they added a Scenario editor. There are lot of new touches that weren't in the base game most importantly deadlines. However I went to start making my Forest Frontiers scenario and I noticed one huge problem. It was far to easy to get the like for like goals. 250 guests? it look less then 5 minutes. We have a lot of details functions on Guest types. It be an even better if we had the ability to change guest generation frequency. Maybe even go so far to add triggers to gain a bit more. Say you need a park value of 100 to get 100+ guests or so....

Hopefully this can be added in the future. Its a great start to tool, like many pieces of PC it could just use a few more things...
 
Cant you set the guest spawn rate to like 10% and lower the maximum amount of guests? I think its called "Park Attractiveness Multiplier" for some reason

What we really need is to be able to set the park border, boundaries, and restrictions in other shapes besides just a rectangle, I want to set land as purchaseable, or only allow certain areas to be buildable, and certain areas as not editable like this

image2_142.jpg


the roads are not park property but can still be built over
 
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Maybe? I didnt know that existed. I'll have to look into it!

And yes that feature would be great!! Limiting to the user but great!! lol

Curious why that bit got left out, RCTW kinda also does it.... odd... really...
 
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Yeah, set "Park Attractiveness" to something very low like 1-10%. You'll get very little guests and it will be quite difficult early on.

I'd love a "Guest Flow" % where at 100% it would have a consistent flow of guests. But if you make it say, 10%, you'll see guest flow broken up a lot more. Sometimes you'll get a big rush, sometimes it will be slow for a little while.

I'd also love to see the ability to purchase park land too. That is such a fun gameplay mechanic with the feeling of progression. Plus it's a good "money sink" later in the game when you have a ton of money and nothing to spend it on. Spending it on more land would be great!
 
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Not to mention making you utilize your space in game more effectively. Making you spend less on big rides early on simply because you wont have space.

Even adding in something like land not available yet, as in the owner wouldnt be willing to sell.... be interesting...
 
Yeah, set "Park Attractiveness" to something very low like 1-10%. You'll get very little guests and it will be quite difficult early on.

I'd love a "Guest Flow" % where at 100% it would have a consistent flow of guests. But if you make it say, 10%, you'll see guest flow broken up a lot more. Sometimes you'll get a big rush, sometimes it will be slow for a little while.

I'd also love to see the ability to purchase park land too. That is such a fun gameplay mechanic with the feeling of progression. Plus it's a good "money sink" later in the game when you have a ton of money and nothing to spend it on. Spending it on more land would be great!

Heck even if we could adjust the ratio of where guests come out.... (As in have a set amount of guests coming in, but being able to decide how that flow is divided up between entrances... Like two thirds of the guest flow coming from the main entrance, and the other third coming in the back...)

This could even be done with sliders that let us divide up what percentage of incoming guests come in through each entrance(All entrances put together would always add up to 100% but you can divide that % between the spawnpoints)
 
Cant you set the guest spawn rate to like 10% and lower the maximum amount of guests? I think its called "Park Attractiveness Multiplier" for some reason

What we really need is to be able to set the park border, boundaries, and restrictions in other shapes besides just a rectangle, I want to set land as purchaseable, or only allow certain areas to be buildable, and certain areas as not editable like this

http://www.themeparkreview.com/forum/files/image2_142.jpg

the roads are not park property but can still be built over

The current way to define park boundaries in the scenario editor is pretty abysmal with its input boxes for x,y and z coordinates. That could have been better fleshed out and more user friendly. Why is there no drag and drop at the very least?
Even worse is that I remember an interesting discussion about it before the release, with concerns that this feature might be overlooked or not extensive enough. And now that we have seen the thing, I suspects that Frontier actually did forget about it and quickly hacked something together in the last minute to not show up completely empty handed.
 
The current way to define park boundaries in the scenario editor is pretty abysmal with its input boxes for x,y and z coordinates. That could have been better fleshed out and more user friendly. Why is there no drag and drop at the very least?
Even worse is that I remember an interesting discussion about it before the release, with concerns that this feature might be overlooked or not extensive enough. And now that we have seen the thing, I suspects that Frontier actually did forget about it and quickly hacked something together in the last minute to not show up completely empty handed.

Must be retro programming :)
 
Yes, it is kind of backward. I have similar feeling of the sequencer. I can't use it as it is now. I am too visual a person. So I am waiting for visual type like mixmaster. I hope, hope hope. :)

With that said, the sequencer works as is for the ride phases. It works!

but for the fireworks, shows, triggered objects, fountains.. all those things, I need visual! If I had to pay for it, I would.
 
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Its staggering how many little tweaks the game could use to make things better. Even just marking off 5 or 6 of those 1000s of items would probably calm the forms down substantially. Game is workable, and you can do anything you like within reason. Just takes a long time, specially with sequences and stuff.

A few more video tutorials could go along way for all these items. Even better for some in game.
 
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