Special Effects and Animatronics - do they effect levels

Does the special effects and animatronics actually change the attitude to the guest brain for better or worse and does it also put the excitment /fear up and down?
 
The queue scenery certainly affects guests willingness to queue.

Track scenery affects prestige I think, which attracts more people.

They said early on that guests would rather use shops that have more scenery, but it seems to me that their mood and needs are the most important thing. But a little decoration never hurts
 
The queue scenery certainly affects guests willingness to queue.

Track scenery affects prestige I think, which attracts more people.

They said early on that guests would rather use shops that have more scenery, but it seems to me that their mood and needs are the most important thing. But a little decoration never hurts

I need to know definitely how this works, how the programming actual effects, does anyone know if the devs have released notes on this and if so where can I view it?
 
I need to know definitely how this works, how the programming actual effects, does anyone know if the devs have released notes on this and if so where can I view it?

No, they did not. it is all on a "figure yourself out" base.

The tooltips in the loading screen is the only thing that say something about how to get everything to work.
But I haven't seen a tip regarding this.

I would imagine that comments like "I Like that firework" (or similar) would effect the mood of the person.

So effects and shows should have an impact.

And Lurker's explanation of queue and ride scenery is correct.
 
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My parks are are extremely detailed so lurkers points will be a good starting point.

However, Frontier do MASSIVELY need to invest in the management, demographics, logistics and reports side like asap, maybe that is the accountant side coming out in me!

Frontier are very good in so many ways, however I feel they should employee more strategists to help them in the game mechanics side!
 
In terms of scenery is about how expensive the items are. Something $500 will add more than something %5
So in the end it's about quantity, rather than quality (which is obviously difficult to assess algorithmically).

The solid gold chest used to add about 50% if right next to the "ticket booth" where path and queue join.

It used to be so the items had to be around the ticket booth for queue scenery. I think this was changed so it uses the entire length of the queue, but not sure.

Guests will duck if something gets close to their head on a ride, so that seems to have some affect.
You can check out ride scenery on the results page of the ride test (track rides only).

My advice, if you make it pretty and detailed it's usually enough for 100%/high. So it's best just to decorate it for your theme and think about rating later.

Things like water/terrain sculpting don't really count which is a shame.
 
My parks are are extremely detailed so lurkers points will be a good starting point.

However, Frontier do MASSIVELY need to invest in the management, demographics, logistics and reports side like asap, maybe that is the accountant side coming out in me!

Frontier are very good in so many ways, however I feel they should employee more strategists to help them in the game mechanics side!

Well, I am a business controller and I do agree the game needs some investment in management etc. But it's not as bad as your word "massively" makes it feel.

But still it is a "theme park simulator" and not a "real life business simulator".

Though people are right that the game can have more challenges I am not sure what a demography would change there.

Also you said in an other topic that ride safety should impact whether people would come or not to your park.
Yeah, IF there is a "Smiler" incident (incident not accident because it was a human error) I would surely think twice, but still I rely on technology and intelligence of people and mechanics.

I don't get the safety thing, I really don't. Because an Accident or incident at an theme park is such a rare occasion and the Smiler incident was such a extraordinary one that should not have happened (because the safety warning on the coaster was working as intended) as that is with most rides (unless you are in China (figure of speech).

I think the ride breakdown system in the game is just very good. So you have a lot of breakdowns? There is your safety issue. Thank god no one died (where is the fun in that?). Extreme coasters with a lot of red in their heatmaps tend to break down faster. Flat Rides which have longer sequences breakdown faster. I don't think this needs changing because it is already affecting how many people it can handle per hour if it keeps breaking down.

And to be hones, I don't need to do my day to day life in a game.

Yes, some improvements could help. But it's not that the game is instantly bad on the management side.

So the slogan is "Simulation evolved". It's not "Business simulation" evolved. And that's what most people make of it.

ps. This is my personal feeling. It is not a personal thing with your post.
 
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Also you said in an other topic that ride safety should impact whether people would come or not to your park.

Not sure if this is directed at me? I've also suggested something similar (a reputation which is affected by saftey concerns and other bad things on park).

I think removing some of the requirements (such as testing a ride before you open it) should be removed and instead be recommendations. Save some money on running the ride and get the thing open, if people notice then you get a hit to your reputation.

But that can be just one part that feeds into it. If guests see that rides are not maintained, refurbished or inspected it can count against you.

I agree the breakdowns are one of the best challenges in a game and if you have a few rides go together early on in a park it can kill your profitability. Excellent.

My point about reputation is more of a long term effect of repeated failures than one breakdown and nobody comes for a week.

If a park gets run down, with benches and bins smushed up and old rough rides, I see it's struggling and it doesn't encourage me to recommend it or return. That's a decline in a parks reputation.

The idea for me is that long term failures stop people returning. Not just ride saftey, park saftey, upkeep. The classic "park rating" evolved, if you will.

A bit off topic really, sorry.
 
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Not sure if this is directed at me? I've also suggested something similar (a reputation which is affected by saftey concerns and other bad things on park).

I think removing some of the requirements (such as testing a ride before you open it) should be removed and instead be recommendations. Save some money on running the ride and get the thing open, if people notice then you get a hit to your reputation.

But that can be just one part that feeds into it. If guests see that rides are not maintained, refurbished or inspected it can count against you.

I agree the breakdowns are one of the best challenges in a game and if you have a few rides go together early on in a park it can kill your profitability. Excellent.

My point about reputation is more of a long term effect of repeated failures than one breakdown and nobody comes for a week.

If a park gets run down, with benches and bins smushed up and old rough rides, I see it's struggling and it doesn't encourage me to recommend it or return. That's a decline in a parks reputation.

The idea for me is that long term failures stop people returning. Not just ride saftey, park saftey, upkeep. The classic "park rating" evolved, if you will.

A bit off topic really, sorry.

Yeah, its of topic that's true, sorry, and I quoted En Lau, mistook him for your post. It was more his statement of massive improvements needed I quoted on.

And I agree the stats for breakdown could influence the amount of guests using it or park status (maybe it already does), but it's was more a general thing as I saw people post about death and so in the past, which makes me think what the joy is in that. If I want death I find a different game. But it's an opinion basically.

The game is not perfect, but it does a real good job in finding an average level in which all parties should be pleased.
 
Yeah, its of topic that's true, sorry, and I quoted En Lau, mistook him for your post. It was more his statement of massive improvements needed I quoted on.

And I agree the stats for breakdown could influence the amount of guests using it or park status (maybe it already does), but it's was more a general thing as I saw people post about death and so in the past, which makes me think what the joy is in that. If I want death I find a different game. But it's an opinion basically.

The game is not perfect, but it does a real good job in finding an average level in which all parties should be pleased.

I can see you are passionate with regard to your personal opinion and like wise hence I used the word 'massively' as maybe, just maybe I enjoy the demographics side more, heat maps, etc. To know the areas showing negative and positive effect is something a lot of other games for example sim city the original.

It is fair to say I am not being extreme, it is just that I have experienced vast computation on other games. Another example civilisation - oh yes maybe the manual helped :) something lacking on PC.

If you like the manana 'Bob Marley' approach to the computation side of the game well I get that bearing in mind it';s your 9-5 bread and water occupation, however for me I 'personally' enjoy balancing a good theme park with a variety of rides and still engaging with the cash flow and tweaking continually.

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Not sure if this is directed at me? I've also suggested something similar (a reputation which is affected by saftey concerns and other bad things on park).

I think removing some of the requirements (such as testing a ride before you open it) should be removed and instead be recommendations. Save some money on running the ride and get the thing open, if people notice then you get a hit to your reputation.

But that can be just one part that feeds into it. If guests see that rides are not maintained, refurbished or inspected it can count against you.

I agree the breakdowns are one of the best challenges in a game and if you have a few rides go together early on in a park it can kill your profitability. Excellent.

My point about reputation is more of a long term effect of repeated failures than one breakdown and nobody comes for a week.

If a park gets run down, with benches and bins smushed up and old rough rides, I see it's struggling and it doesn't encourage me to recommend it or return. That's a decline in a parks reputation.

The idea for me is that long term failures stop people returning. Not just ride saftey, park saftey, upkeep. The classic "park rating" evolved, if you will.

A bit off topic really, sorry.

You have good ideas here, however it would be nice if Frontier could give us more infor on triggered events and how this would make attraction better on rides and track, it just seems very vague.
 
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