Don't mix up troughput and attractivity...yes, but first: make higher throughput more rewarding....right now, there is no manegerial reward for optimizing the coaster, quite the opposite.
ride pricing
i try hard to be not overly sarcastic, but when you say you look at ride pricing and your solution is yeah we at a difficult slider, then i am really scared, that you, dear developer, don't know what the issues with pricing are. You did a great job with the economic changes when it comes to...forums.frontier.co.uk
So right now if we want to optimized our throughput we just need to check the ticket price: the lower the price, the better the throughput, so a nice infobox would be nice.
Don't mix up troughput and attractivity...
A ride with a full queue has the same troughput no matter if it's expensive or free.
(In general it's a technical (max.-) value, depending on ride duration, load/unload time and the number of trains/cars on track.)
A higher troughput means less queuing time and this should end up with higher peep happiness.
This is something Frontier might think about to make ride optimization having an effect.
But it would be nice to see (haven't seen this yet) how many peeps are using a ride or stall per hour (or day)...
?Uhm, you dont get the point, especially not the point of my link, where all the explanation is.
And you ignore some hard factors of the actual game: The queue is capped at 18 minutes, if you build a sufficent long queue for 3 trains, the queue length does not matter as it is both the same queue time for 3 or 1 train. The length and guests may differ, but it is still a hard cap.
So the same ride with higher throughput has mostly downsides compared to lower throughput, actually i can't think of any logical game (!) reason, why you would ever run a coaster on high capacity.
So then the game mechanism is done completely wrong if it will end up with a 1€/ticket=1000 peeps/hour or 100€/ticket=10 peeps/hour... at the end it's calculated to 1000€/hour no matter what your doing. Or am I missing a simplified income calculation that is connected to the ride's rating, only?yes, this all correct, my issue is right now: that throughput is manegerial speaking meaningless. Yes, you can optimize the throughput with the window, but there is no sense in it.
So it would be nice to have both: reworked pricing AND a throughput window.
Right now this isn't, on pay per ride you are even on income as the bargain price changes to accumulate for the higher throughput, but pay more running costs (=power), if you run on park admission, your park ticket prices tank with higher throughput as the prices are calculated on the bargain base per rides off your attractions.
You dont pull higher guests through more capacity as your guest count in most cases is tied to the number of rides (=park rating but the number that are hard to get are number of individual attractions and probably ride prestige).
So right now optimizing throughput is a thing that doesn't make a lot of sense in the game, as you neither earn more money nor pull more guests and most queues dont get filled at all......
So then the game mechanism is done completely wrong if it will end up with a 1€/ticket=1000 peeps/hour or 100€/ticket=10 peeps/hour... at the end it's calculated to 1000€/hour no matter what your doing. Or am I missing a simplified income calculation that is connected to the ride's rating, only?
In my park all ride's are at 0€/ticket, so I don't notice that...
I'll do a test with placing a ride twice and charging 0€/10€ and have a look at them.