Hey Guys,
this topic is actually killing me, cause i can't get to the ground of it. So here I am just sharing my theory.
First of there seems to be a change in guest money, guests are now seem to have 'unlimited money' or at least 'invisible to the player' money. Every ride seem to have individual bargain price, the bargain price seems to be the price, every guest will pay, if they want to go on the ride (and it is in their tollerances). Most guests are willing to pay more, but this seems the baseline price.
So far, so good. This system seems good to me.
Now it gets really mindbogling:How is this price calculated: Prestige seems to have something to do with it: Prestige also seems calculated (ride experience + scenery) which is still also very logical: the average person would probably pay more for themed boring ride, than just for a boring ride. Theming is also in real life something people value more than actual ride experience. (For all enthusiast: I am talking about the average person and not some one who has coaster bucket list
)
Now it get really mindblowing: The bargain Price: We have 3 Rides all have around the same prestige (3 star and the number diffrence between the lowest and highest is about 150). All 3 rides have diffrent bargain prices: 5,7 and 8. Now we add a forth ride to it with the same prestige and the bargain price is 15. Why is the price higher? Capacity: The first three rides: were a well operated wooden coaster, a ship swing and tea cups. The last was synchronise, which has way less capacity than the other 3 and can't cycle that much guests per hour than the other three.
Need another example? Said woodie runs a very smooth two train operation, no stacking on the break run, there is almost everytime a train loaded / unloaded at the station. The price for said woodie, is around 4,98 - 5,05 (it switches but on a more or less minimal amount, where i am fine with). Now let's switch to one train operation: the bargain price goes up to 9,68. The stats stay the same. So people are willing to pay more for a slower moving queue and cause the park wants to save money. This is awesome for the park and in real life, i believe we would only see one train at any coaster. (1,5 the money for saving almost the half on ride ops, lift hill power, lsm power.)
So i feel what the devs tried to do and probably did, to set the ride income to a prestige per hour basis. Right now I am getting punished, if i smooth my operations and build a ride with good capacity.
I feel the baseline should be more Prestige*individual ride multiplier(=where you can somewhat take the capacity into account, but only a little. In the coaster industry ride capacity is an important benchmark, which takes into account, if a ride is build or not), but right now i feel really punished, if i calculated the ride time, etc correctly and avoid stacking on the breakrun. (I actually haven't tested if enf goes down, if a ride sits too long on the breakrun, it did in PC1).
So dear devs: please take a look at your pricing system, this seems to be way off and not in a very realistic way. Yes, parks sometimes do upcharges for very low capacity rides like sling shots and so on, but this is something you should put in the ride calculation itself and not in the generic calculations.
this topic is actually killing me, cause i can't get to the ground of it. So here I am just sharing my theory.
First of there seems to be a change in guest money, guests are now seem to have 'unlimited money' or at least 'invisible to the player' money. Every ride seem to have individual bargain price, the bargain price seems to be the price, every guest will pay, if they want to go on the ride (and it is in their tollerances). Most guests are willing to pay more, but this seems the baseline price.
So far, so good. This system seems good to me.
Now it gets really mindbogling:How is this price calculated: Prestige seems to have something to do with it: Prestige also seems calculated (ride experience + scenery) which is still also very logical: the average person would probably pay more for themed boring ride, than just for a boring ride. Theming is also in real life something people value more than actual ride experience. (For all enthusiast: I am talking about the average person and not some one who has coaster bucket list
Now it get really mindblowing: The bargain Price: We have 3 Rides all have around the same prestige (3 star and the number diffrence between the lowest and highest is about 150). All 3 rides have diffrent bargain prices: 5,7 and 8. Now we add a forth ride to it with the same prestige and the bargain price is 15. Why is the price higher? Capacity: The first three rides: were a well operated wooden coaster, a ship swing and tea cups. The last was synchronise, which has way less capacity than the other 3 and can't cycle that much guests per hour than the other three.
Need another example? Said woodie runs a very smooth two train operation, no stacking on the break run, there is almost everytime a train loaded / unloaded at the station. The price for said woodie, is around 4,98 - 5,05 (it switches but on a more or less minimal amount, where i am fine with). Now let's switch to one train operation: the bargain price goes up to 9,68. The stats stay the same. So people are willing to pay more for a slower moving queue and cause the park wants to save money. This is awesome for the park and in real life, i believe we would only see one train at any coaster. (1,5 the money for saving almost the half on ride ops, lift hill power, lsm power.)
So i feel what the devs tried to do and probably did, to set the ride income to a prestige per hour basis. Right now I am getting punished, if i smooth my operations and build a ride with good capacity.
I feel the baseline should be more Prestige*individual ride multiplier(=where you can somewhat take the capacity into account, but only a little. In the coaster industry ride capacity is an important benchmark, which takes into account, if a ride is build or not), but right now i feel really punished, if i calculated the ride time, etc correctly and avoid stacking on the breakrun. (I actually haven't tested if enf goes down, if a ride sits too long on the breakrun, it did in PC1).
So dear devs: please take a look at your pricing system, this seems to be way off and not in a very realistic way. Yes, parks sometimes do upcharges for very low capacity rides like sling shots and so on, but this is something you should put in the ride calculation itself and not in the generic calculations.