Prestige

Hey everyone,

first of all i´m really a big fan of planet coaster and i love the game BUT the ride prestige thing makes me upset, especially flat ride prestige . how far are we able to change the prestige for flat rides? i built the big wheel. in three years after building it not even 1! guest was interested in riding it. the queue rating is 100% and the area around it is very frequented.
i like new stuff and i really do like the very detailed big wheel but its not fun to build it and watch it when the big wheel is programmed to be a ride with very low prestige and no or only very few visitors are interested in riding it. thats sad.

greetz eizi

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Did you try to adjust the ride sequence?
I haven't placed this new ride yet, so I don't know if this is just a low value ride.
 
I believe that sandbox should have its own prestige rating separate from challenge/career mode, because theres no reason for guests not to ride every ride in sandbox mode, especially when the ride is free. Even in challenge mode, it makes no sense that guests won't ride a free ride.

As for the ferris wheels, they have the lowest prestige for any ride. They are slow and boring, and they take forever to load guests. Infact, in non-sandbox parks, the ferris wheels are a huge waste of money because no matter what you do, they take too long to load the guests in. But as Edjenoh said, you can try increasing the ride animation sequence, though it only helps a little bit.
 
Well, we want realism, don´t we?!

I don't know why anybody would want that, I mean the best creations are the most unrealistic... floating islands, no clipping, going underwater, employees never resting, guests waiting in line for months.... yeah the game is so realistic why not make it so we have to actually rely on gravity instead of letting us build without supports?

creativity > realism... the only thing that needs to be realistic is the visual appearance of how the rides operate

but as for economy, it just needs to work and play as an enjoyable game, not a realistic business
 
Many of the impressive creations would be totally realistic, but I wouldn't call them the best, since that is subjective. A significant part of the community would probably rate creations that are very detailed and realistic (like the Planet Bro-Coaster series) above anything unrealistic. Anyone can make a floating rock but making an actual fake mountain using false-perspective like a real theme-park would do, now that's impressive (and incredibly difficult to get right). [tongue]
 
A significant part of the community would probably rate creations that are very detailed and realistic above anything unrealistic. Anyone can make a floating rock but making an actual fake mountain using false-perspective like a real theme-park would do, now that's impressive (and incredibly difficult to get right). [tongue]

making an exact recreation is challenging, and requires lots of patience and skill. But there seems to be IMO a far greater number of unrealistic creations, at least based on videos I have watched. I dont search through the entire workshop, but just watching Channel5 or other top videos on youtube IMO it looks like theres less real life recreations and more imaginative and creative stuff.

Look at the tron coasters, or the star wars coaster, or scifi parks, or the lotr parks... are they realistic? who cares about realism when the outcome is awesome? If I'm going to watch another players work, or ride another players coaster, sure the realistic stuff is incredible to see, but its the unrealistic fantastical stuff that I find jawdropping and want more of
 
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I understand. For me personally, those unrealistic builds just don't do it for me. I just don't really like it. I love it when people put effort in making their creations realistic (note realistic builds don't have to be recreations), as in it could very well exist in a real theme park. The only exception to this for me is Silvarret's 'Planet Coaster' because despite it being a floating rock in space there was a lot effort put in all the realistic details. And I really liked the technical aspect of it, making an actual blue-screen in game. But yeah, different opinions are different, m'right? [praise]
 
I understand. For me personally, those unrealistic builds just don't do it for me.
But yeah, different opinions are different, m'right? [praise]
A significant part of the community would probably rate creations that are very detailed and realistic above anything unrealistic.
I didn't think that^ sounded like an opinion, thats why i kept saying IMO and "from what I've seen" [wink]

Its cool if some people prefer realism, but its a video game with the possibility to be realistic AND fantastical at the same time, which is an amazing thing! But its funny you mention Silvarrets Planet Coaster, you said because it has realistic details, I mean even the most unrealistic stuff has some form of realism to it. If somebody makes something massive and very detailed, it still ruins the immersion to have a sharp turn at break neck speed in any coaster, even if it has unrealistic elements. On the other hand, somebody can build an exact recreation but with very little details and I would only be half impressed by it.

I think there is a difference between, unrealistic and deadly [praise] but when I hear people say the game needs to be more realistic, I just dont see why. With all the incredible stuff people have made, why give them limitations? m'right?
 
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Am I the only one that thinks player created themes implemented along with UGC could drastically help the dreaded low prestige of flat rides? I think its obvious that user created and default themes need to be implemented to help prestige for flat rides!!! Please Frontier make theming something that is more than just a list item on a database. Incorporate themes into gameplay!!!!!!!!!!
 
I didn't think that^ sounded like an opinion, thats why i kept saying IMO and "from what I've seen" [wink]

I merely said there probably are people who share that opinion, that prefer realism.

Its cool if some people prefer realism, but its a video game with the possibility to be realistic AND fantastical at the same time, which is an amazing thing! But its funny you mention Silvarrets Planet Coaster, you said because it has realistic details, I mean even the most unrealistic stuff has some form of realism to it. If somebody makes something massive and very detailed, it still ruins the immersion to have a sharp turn at break neck speed in any coaster, even if it has unrealistic elements. On the other hand, somebody can build an exact recreation but with very little details and I would only be half impressed by it.

I think there is a difference between, unrealistic and deadly [praise] but when I hear people say the game needs to be more realistic, I just dont see why. With all the incredible stuff people have made, why give them limitations? m'right?

No one who wants more realism wants restriction because those have proven again and again that they don't work. I, for instance would like to see all restrictions to be removed. The thing is, if we take the coaster restrictions for example, they are here because of 'realism'. But despite these restrictions, it takes zero effort to make an unrealistic coaster, so these restrictions aren't actually working. Quite the opposite actually. They actively work against their sole purpose: keeping things 'realistic' since many of the coaster restrictions aren't accurate compared to the real life versions of those coasters (Like the Prototype wing coaster can't bank past 90 degrees in game while in reality it can have inversions..). Why should the game only be catered towards on play style? Without restrictions, those who want to make truly realistic creations aren't hindered in any way, and neither are those who want to go all out and make everything they can come up with. I think you and I share this opinion actually. [tongue]

The things I like to see in terms of realism all add more freedom to the game. Some of my most requested features are: more lighting conditions, cloudy, gray sky, etc. Being able to place the coaster supports ourselves, being able to change coaster friction (many trains just seem a bit too light so they lose momentum way too fast), a continuous-roll option to make properly banked coaster elements and getting rid of the premade Prototype Wing's lift hill.
 
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I, for instance would like to see all restrictions to be removed. The thing is, if we take the coaster restrictions for example, they are here because of 'realism'. But despite these restrictions, it takes zero effort to make an unrealistic coaster, so these restrictions aren't actually working. Quite the opposite actually. They actively work against their sole purpose: keeping things 'realistic' since many of the coaster restrictions aren't accurate compared to the real life versions of those coasters. Why should the game only be catered towards on play style?

The things I like to see in terms of realism all add more freedom to the game. Some of my most requested features are: more lighting conditions, cloudy, gray sky, etc. Being able to place the coaster supports ourselves, being able to change coaster friction (many trains just seem a bit too light so they lose momentum way too fast), a continuous-roll option to make properly banked coaster elements and getting rid of the premade Prototype Wing's lift hill.
I agree with all of this^ except I think the word realism should just be thrown out the window [heart]
 
I have this problem with many flat rides and you see it happen more with bigger parks. I'll have 5,000+ guests that just go back and forth between all the major coasters/tracked rides and will walk right past flat rides with empty queues. A large % of guests spend most of their time complaining about high prestige ride queues being full while ignoring the flat rides because their prestige stinks.

For this specific ferriswheel, I added an extra ride sequence and it increased the prestige to 692! Give that a shot. You can increase prestige and excitement a lot for most flat rides by messing around with the sequence editor.
 
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Yea the sequence editor is little hidden gem that goes unnoticed most of the time. Planet Coaster would probably greatly benefit from some sort of campaign where you start with almost nothing and almost everything locked. You slowly build a park and start to unlock more and more advanced rides/coasters/tools while the game explains everything you need to know about them. This would also give the player a great sense of progression. Kinda like how it works in RCT1, the only themepark game campain I ever finished and enjoyed.
 
The ride-sequencing is a great thing, although its effect on ride stats defies any logic (as far as I can tell).
I also have the ferris wheel with a prestige of almost 700 and guests do like to ride it. I noticed that after they exit the long ride, most of the guests flood the nearest benches. I´ve never seen so many peeps sitting on benches. It must be a really exhausting ride[wacky]
 
I agree that the effect the ride sequence has on stats doesn't always make sense.

I found this when playing the Oak Island scenario and trying to get 3 flatrides with an excitement of 6. You have to make the ride rubbish in order to get better excitement by shortening it to just one animation. Then no-one wants to ride it. Surely a more exciting ride should be better?

I rarely mess with it to be honest. I find the default settings good enough in most cases.

It just seems like the prestige rating dominates too heavily in peeps decision making. Low prestige = no riders. Therefore only the rides with higher prestige (coasters and track rides) get riders. I find this leaves the peeps with lower intensity preferences with much less to do in the park as they don't want to go on the flat rides even though they cater to their preferences.
 
And here I was considering building that new ferris wheel from 1.2 as one of the rides in my masterpiece performance friendly park project. I may reconsider now, then again, I would really like to build it. [praise]
 
And here I was considering building that new ferris wheel from 1.2 as one of the rides in my masterpiece performance friendly park project. I may reconsider now, then again, I would really like to build it. [praise]

Do it anyway! Just have 2 ride sequences and add some intricate buildings to it. As favourite music i suggest you load Henry Mancini´s "Lujon" into your soundfolder. It´s the lushest Ferris Wheel music I can think of...maybe that´s why guests actually line up for a ride [haha]
[video=youtube;HNxf0cSOwio]https://www.youtube.com/watch?v=HNxf0cSOwio[/video]
 
Actually i don't understand the Prestige thing.

It seems there is nothing one can do to really influence it. Except changing the cycle into minutes (hours) of riding.
 
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