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$
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$
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
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$
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$
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