Prestige for River Rapids - Rolling River?

Aside from a %100 queue scenery rating, what should I do to max out the prestige of the River Rapids - Rolling River track ride? Are there length or time targets I should be aiming for?

This has likely been answered before (maybe in a list like Infinity's for flat ride best sequences), but I haven't been able to find it -- if so I'd appreciate a link. Thanks!
 
Track rides of all sorts have zero problem with accumulating prestige. In fact, the general consensus is that they get too much prestige for what they are, and that you often have to pull your punches to keep them from attracting every peep in the park at the expense of all your other stuff. This is because all track rides can score very high in all 3 things that go into making prestige (excitement, duration, and scenery), plus have stats that are acceptable to 80% or more of all peeps.

In general, you should try to keep a track ride's prestige down to about 1000-1100, so it's not too much higher than most of your other rides. This is because peeps seem to view prestige in tiers spaced about 600 apart: 0-600, 600-1200, and 1200+. In general, it takes a huge coaster to break the 1200 prestige ceiling--most coasters and the more exciting flat rides will be near 1000, while the tame flat rides have trouble reach 600. But track rides can easily break 1200 and if you have nothing else in that category, EVERYBODY will flock to the track ride.
 
well said Bullet [up] prestige could be rebalanced all around, coasters could be increased (a tiny bit) and track rides should be decreased (a little). This was discussed quite a lot a few months back, but it seems most people have given up.
 
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well said Bullet [up] prestige could be rebalanced all around, coasters should be increased and track rides should be decreased. This was discussed quite a lot a few months back, but it seems most people have given up.

Well, IMHO, the prestige system as a whole is pretty good, although perhaps there's room to tweak the "tiers" because tame flat rides are so disadvantaged. The problem with track rides (of all types) is that their excitement is scored on a totally different scale from coasters. A track ride is slow, can't bank much if at all, can't invert, and can't even drop very steeply (if at all). Yet these very tame track layouts, at very slow speeds, score huge excitement. If you built a coaster with the same layout and speeds, it would almost have negative excitement.

That's the problem right there. Prestige is a combination of excitement, duration, and scenery. Scenery is a wash with coasters---we can assume they all have "very high" due to extensive pimping and a few triggers. Track rides are slow so can't avoid having relatively big durations compared to coasters. But coasters are fast, can invert, etc., so should own track rides on excitement. Only they don't, because track rides are scored differently.
 
I feel like excitement, duration, and scenery isnt enough though. Speed could also be a factor.

I dont care for realism, but 10 minutes on a slow ride should not be equal to 1 minute on a fast ride. I mean, sometimes flat rides can be amazing and draw large crowds/lines, but like you said, certain rides have a huge disadvantage (I wont even build a ferris wheel in career/challenge mode)

In real life, themed rides like Its A Small World or BttF or Spiderman or the Haunted Mansion are big attractions because they are unique experiences, but this game needs better balancing, coasters should be the biggest attractions, and ferris wheels shouldnt be a complete money hole
 
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I feel like excitement, duration, and scenery isnt enough though. Speed could also be a factor.

For coasters, speed IS a factor. If your coaster isn't going very fast, excitement suffers hugely. Problem is, for track rides, excitement doesn't seem to care about the very slow speed of the ride, or is just scaled wrong for speed.
 
I was waiting for you to say that :)

So if Excitement = 33% of prestige, and scenery = 33% of prestige, how much does speed factor in (about 5% maybe?)

Im saying that maybe speed should be an individual separate statistic when calculating prestige (this is just one idea, I posted others a few months ago but i dont remember what threads now)

Problem is, for track rides, excitement doesn't seem to care about the very slow speed of the ride, or is just scaled wrong for speed.

exactly
 
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Track rides of all sorts have zero problem with accumulating prestige. In fact, the general consensus is that they get too much prestige for what they are, and that you often have to pull your punches to keep them from attracting every peep in the park at the expense of all your other stuff. This is because all track rides can score very high in all 3 things that go into making prestige (excitement, duration, and scenery), plus have stats that are acceptable to 80% or more of all peeps.

In general, you should try to keep a track ride's prestige down to about 1000-1100, so it's not too much higher than most of your other rides. This is because peeps seem to view prestige in tiers spaced about 600 apart: 0-600, 600-1200, and 1200+. In general, it takes a huge coaster to break the 1200 prestige ceiling--most coasters and the more exciting flat rides will be near 1000, while the tame flat rides have trouble reach 600. But track rides can easily break 1200 and if you have nothing else in that category, EVERYBODY will flock to the track ride.
Guys, I haven't had the problem with track rides distracting from everything in the park -- in Chief Beef's Raceway I've got a Luna Autos built around the hotel that's popular but I've got the ticket price high enough that the queue never maxes out. I've also rebuilt the River Rapids so it's longer and has another drop, and got about 730 prestige, which at least makes the ride worth building money-wise. Added a bunch of bushes and trees along the track, popped a fountain inside of a curve, and got about 760 prestige, which leaves the last star mostly unfilled but the peeps seem reasonably happy.
 
Guys, I haven't had the problem with track rides distracting from everything in the park -- in Chief Beef's Raceway I've got a Luna Autos built around the hotel that's popular but I've got the ticket price high enough that the queue never maxes out.

Ticket prices has ZERO* to do with whether the queue is full or not. Queue fullness is all about prestige, which is essentially a measure of relative ride popularity. So if 1 ride's queue isn't full and most other rides' are, it's because the one with the un-full queue doesn't have enough prestige to compete with the others. You could set its price to zero and still nobody would ride it. Peeps do not consider price when deciding what ride or shop to patronize.

*OK, maybe just a tiny bit, in that if the peep has less money in his pocket than the ticket price, he can't go on the ride. But if he's got the money he will, no matter how much it costs. But prestige is what attracts the peep to the ride in the 1st place.


I've also rebuilt the River Rapids so it's longer and has another drop, and got about 730 prestige, which at least makes the ride worth building money-wise. Added a bunch of bushes and trees along the track, popped a fountain inside of a curve, and got about 760 prestige, which leaves the last star mostly unfilled but the peeps seem reasonably happy.

730 prestige is very low for any track ride. It must be either very short, very slow, very undecorated, or all of the above. Most folks have a hard time keeping track ride prestige down to 1000 ;).

Prestige is a combo of 3 main things:

1. Excitement:
Track rides get WAY more excitement for WAY lower speeds than coasters, so this is pretty easy to bump up. With logs and rivers, just setting the lift hill speeds to max, regardless of what the rest of the track does, will usually give you an excitement > 5 (in the green), and greatly up prestige. You can also increase travel speed by not having level track, but sloping it down about 1-2^ for the non-drop sections. With cats, cars, and sleighs, you can set vehicle speed higher than default, and you can also use 5^ outboard banking of turns to increase excitement.

2. Duration:
The more time the ride takes, the higher the prestige. Track rides are slow so last a relatively long time even with relatively short tracks, and even with fast lift hills and vehicles. Usually this isn't a problem unless the track is VERY short. Generally, track rides should last about 2-3 minutes as a good baseline. If you've got less duration than that, add more track.

3. Scenery:
Includes both queue and track scenery. If you pimp all rides in the park to the same level (100% queue scenery and very high track scenery), then this really has no effect on relative popularity because all rides get the same number of prestige points for scenery. But if a ride isn't fully pimped out and has low prestige, you can up prestige by adding scenery. In general, 100% queue scenery is worth about 200-300 prestige, high track scenery is worth about 100 points, and very high (requires at least 2 triggers on the track) is worth about 100 points.
 
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