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 stalls and so on, but you blatantly missed the point at ride pricing, but let me educate you on your own system:


Let us start with something simple: One Coaster: i have nice Vector - Lim Launch Coaster, it is a nice exploration coaster with seperate loading / unloading stations, so i can run a smooth three Train Operations: The game suggest a bargain price of 10,57$

20250423004929_1.jpg


Yielding a daily result of 38,529.86 (would btw nice to see the yesterdays income in the ride list, like it is with shops)

Now let's switch things up, maybe it is a bad day and i don't want to run 3 trains, just 1 one train: The Bargain Price hikes to 30.02$

20250423021540_1.jpg

Yielding a result of 39,476.30$

So the Game thinks if i reduce the capacity of the ride. i should adjust the price. doesn't make sense to me.

Let's traverse it to reality: especially since corvid most parks sell dated tickets, bound on the forecast, how big of a crowd they are expecting and there for how many trains they are running, this would basically mean on wednesday with no holidays and so on, ticket prices would be the highest and on a bank holiday in June for example, ticket prices would be low. This is not how pricing and demand works, actually quite the exact opposite.

Oh, now let's dig even deeper: I mean 3 Trains same money as one train, let's make things even and everyone is happy. But are they even?

Three trains need 3 times the power, so i am having more costs on that, block brakes are very expensive pieces per 4m. While i can handle more guests on more trains, i don't get more people in the park, this stays the same and since queues are limited on time (18 mins) it is even a bit counter productive as i trap more guests in my queue with more trains, guests that could be spending there money somewhere else at the time. Oh and i save money as my queues get shorter and placing queues also cost money.

Let's wrap this up: I don't know, what the idea is, that you think it is a good idea that a coaster should always make the same money regardless of capacity, but with this move you have exactly done two cardinal sins: You killed variation and ride hierachy, making it very hard to control crowds in the whole park and even worse, with same income but higher expenses and downsides you succesfully punish players, who apply good management in a management simulation.

So please, it has been 6 months and this issue still persist, i have given you time to look into it and if you said you look into it and your solution: yes, we need a slider, i can't deny that i am disappointed and in some way loose hope in the belief, that i think you know what you are doing from a basic balancing standpoint
 
This is what's still keeping me from the game. There have been a ton of great fixes and updates now, but as long as there's not a functioning and somewhat challenging economy I'm not interested.

While a lot of the diehard fans are fine with just using this as a park painter, a lot of the more casual crowd want to plant blueprints and build up their parks through economic balance. It's a big part of the simulation genre... Most people don't have the time or patience to build detailed stuff but instead want to have fun "owning" a park.

I really believe this is a large miss from Frontier. Most of my friends that tried the game didn't see the point in it after having played for a while, as there was no simulation, just building.
 
This is what's still keeping me from the game. There have been a ton of great fixes and updates now, but as long as there's not a functioning and somewhat challenging economy I'm not interested.

While a lot of the diehard fans are fine with just using this as a park painter, a lot of the more casual crowd want to plant blueprints and build up their parks through economic balance. It's a big part of the simulation genre... Most people don't have the time or patience to build detailed stuff but instead want to have fun "owning" a park.

I really believe this is a large miss from Frontier. Most of my friends that tried the game didn't see the point in it after having played for a while, as there was no simulation, just building.

Actually the game is almost there, the game is probably with update 4 more challenging than ever (ok, that isnt much, but i was actually able to loose money over the day)...the pricing thing is actually one of the bigger annoyance (besides staffmanagement UI) left.

And the pricing bascially only because it is all over the place, there is not a stable sense of currency:

For example: a burger costs $7,5.
one of my 5 star coasters: $8,25

The tiny eye kids ride: $20
A single take on my water slide: 52$
A shop vendor earns $21

This makes one of the major aspects of a strategy game (=trading or converting ressources) a bit complicated if one of those ressources is all over the place :)
 
Back
Top Bottom