This coaster is apparently not very exciting

According to the game, this high speed inverted coaster, with huge smooth long drops and twists over this gaping canyon, is actually pretty boring, because it has one lift hill and a shorter section where it slows down to about 40km/h.

I mean look, I don't wanna be that guy, and this build isn't that amazing or anything, but is there any incentive at all to building longer coasters like these?
Like common man, surely this would would be a little more exciting to ride than The Cube up top.

I'm noticing this trend where the game seriously favors shorter less ambitious coasters, and where stuff like lift hills, minor slowdowns and such are absolute suicide in terms of ride excitement, so you get these weird scenarios in which simple cheap wooden coasters with 5 airtime hills score much higher than the more ambitious and creative builds.

The kind of stuff I built in the older games is apparently now obsolete and lame, whereas the stuff that used to be considered boring and unexciting is apparently the best thing since sliced bread.

What gives? How is this being calculated?

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Yeah, I have the same problem. At the moment you try to do a REALISTIC coaster with multiple blocking systems and multiple lift, it becomes boring. The calculation needs an update to me, unless you will make only small, without blocking sections and incredibly and unrealistic fast lift rollercoaster.
 
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A big part of the issue you have here is the fear on your coaster is quite high... a little is exciting, as with most real life coasters... but too much and it just not as enjoyable [sad] (the guests want to be a little scared when riding... but we don't want to give them nightmares!)

Have a look at the three faces a the top of coaster testing window, fear is the middle one. As you can see 7.37 is pretty high and it is displayed as an amber warning. If you can get that amount reduced into the green, then the excitement should rise up significantly.

Use the heat maps to highlight the part of you coaster that has the highest rated fear zones, and try and make some adjustments to compensate

Enjoy [happy]
 
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If i see it right, this is an inverted coaster.

- You should not create big airtime on them (in real life that would just crush your shoulders) - you did exactly that, where the tracks cross.
- Your Turn in the bottom left corner of the Screenshot is extremely tight, for that speed.
- if you get "too close" to something like a wall or another coaster, they fear will go up too. (had this on one of my inverted coasters... somehow the trains came too clos to a catwalk... after moving it away, fear went down by 2 points, but exitement too)
 
Yes if fear gets too high then excitement goes down. Use the heat map feature to identify the parts of your track where fear is really high then reduce it by slowing the train down a bit, widening curves, banking etc. You should see excitement go up.
 
Everything seems too drawn out. Try to make it more fast paced and decrease the length in between elements.

It is fast paced.

Aside from the lift hill, the min speed was actually around 55 km/h in the twist that came immediately after the canyon.

A big part of the issue you have here is the fear on your coaster is quite high... a little is exciting, as with most real life coasters... but too much and it just not as enjoyable (the guests want to be a little scared when riding... but we don't want to give them nightmares!)

Have a look at the three faces a the top of coaster testing window, fear is the middle one. As you can see 7.37 is pretty high and it is displayed as an amber warning. If you can get that amount reduced into the green, then the excitement should rise up significantly.

Use the heat maps to highlight the part of you coaster that has the highest rated fear zones, and try and make some adjustments to compensate

Enjoy

That's great and all, except the fear stat doesn't have that kind of dramatic impact on the excitement rating.
I've had coasters with high fear and high excitement, so by testing its kinda determined that the two don't have as much of a correlation as one would assume.

I exchanged the sharper loop at the bottom of the canyon for a much longer half loop ending in a twist followed by the long twist leading up to the ramp up out of the canyon, and banked the helix at the end more aggressively, which boosted the excitement in those segments and lowered the maximum fear of the track.
A sharpish hill with airtime was also added.

If it's made even less fearful then its not going to have enough fear, because the fear stat in on itself is a good thing to have within a certain parameter.

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Acceptable result right?

Except the really crud zero effort Equalizer I built to quickly meet the park rating silver objective on this map has pretty much almost the same score.

Absolutely nothing fancy about it, it has about 5 hills that give airtime and that's it. Not even smoothed out, nada.
Only penalty that one has is the very end where it has a really short lift hill and of course, the station.

It actually, come to think of it, shows that it calculates the stats based on the average sum of the entire track, not the number of elements, other stats, length, speed, etc

And again, I've seen this trend happen many many times, and I can quite frankly not figure out what the point of having longer coasters is from a beneficial standpoint.

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First of all: Some of the advice in this thread is plain wrong. A fear rating of 5 is great as most people will like the coaster but the effect on excitement is pretty low unless your fear ramps up to levels of >~8 or <~2. If it stays between those two values it won't impact excitement a lot. Fear doesn't go up if you are close to scenery, pathways, other coasters or terrain. (i know this is not realistic but it could be abused EASILY by just placing terrain anywhere a bit of fear is needed <.<) Scenery rating (the on in the results category) doesn't have ANY impact on excitement. It does change how much guests want to pay though! If you compare a coaster without scenery and a coaster which "very high" scenery rating you can often ramp up the price by at least 50%. Queue scenery on the other hand has a high impact on how likely it is for guests to queue for the ride but doesn't affect the ticket prices as much as coaster scenery does. (you can still get a few more bucks per ticket with a 100% queue scenery in most circumstances though)
You have to focus on the things the coaster you selected is made for! A wooden coaster is not made for lateral forces for example and hence you need to avoid sharp turns and use 30°-60° banking depending on the size of curves and the speed of your train. If you don't know which kind of elements will be good for the coastertype you selected you can always use the live data of the lateral, vertical and forward g-forces to see which one creates most fear, most excitement and most nausea and then balance your coaster around it. As someone else already said: You can't build your inverted like your giga or hypercoaster (equalizer focuses on those things and that's why the way you built it means good values - if you did inverts and sharp curves instead like you would with many other coasters it would get horrible values!) If you build a coaster which focuses on inverts and spins and build huge drops and unbanked turns instead of inverts and medium speed helixes then your guests will hate it. And don't forget that most family coasters will create higher excitement at lower nausea and fear values than the adult/teen only coasters because kids don't want too much fear and nausea while especially teens love high nausea and fear rates. (this is true in real life, too - some types of coasters are MADE to be not as scary and nausea inducing to allow younger audiences to enjoy them) Some coasters are even made to have high fear and nausea combined with high excitement because there are people who actually like to feel dizzy. If you pick one of those coaster types you obviously won't be able to keep fear below 6. Some guests won't visit coasters with low nausea and green fear numbers because they are not hardcore enough for them! You need to realise that a high fear/nausea rating doesn't mean the coaster is bad - it just means it is better for a specialized audience. (if you have many teens in your park for example due to ad campaigns) Guests in your park will all have different values for that, too. You can select a guest and read it for yourself by hovering over nausea or fear preferences. For example some might only drive coasters with 4-7 nausea and 7-9 fear. --> High fear and nausea are not always bad! Some others may even want fear to be BELOW 2 (mostly family groups but as in real life some adult and teen groups prefer rides which are not scary) Fear at 5 just means that most people will like it. (as most of those from x to y rating values include 5 - 1.7-5.2 or 4.6-7.9 for example) It means if you have 33% of each guest type (adults, teens, families) you will have the highest number of people who want to ride it at 5 fear. If you FOCUS on just two or even just one type of guest a fear of above 7 or below 4 could be the perfect value instead! Same for nausea - teen groups often like to have HIGH nausea above 3 which the game says wouldn't be a green value. That's because having 33% of each guesttype would mean that the largest portion of people will prefer nausea below 3. It doesn't mean EVERYONE likes low nausea. The only thing everyone likes is excitement. The trick is to always find the perfect fear to excitement ratio for the type of coaster you are building with! That way all your coasters will have 7+ excitement but all of them will have different values for fear and nausea depending on their type and the audience you build them for. Don't forget that some coasters might have nausea and fear drop faster than excitement with specific g-forces while others might be pretty hard to get down after they reach a high value and will only slowly degrade in fear and nausea.

The seats of the coaster are the main culprit in real life when it comes to g-forces preferences btw. Most inverted will break your shoulders when you have a large drop with a steep curve at the bottom. [yesnod] That's why reallife coasters designs highly depend on the coastertype and seats used for it! Your coaster is just not realistic at all because noone would use that type of coaster with that design. The design needs to be different for it to gain great values in the game and this is realistic as your design would be horrible in real life. (unless you changed the coaster type due to other seats etc.) The way you design coasters is perfect for hyper, giga and wooden coasters - that's why you think that those would be easy to create. As I said - I don't have issues to get good values for any of the coasters.

If you use the correct coastertype to recreate reallife coasters they generally have great values, too. [yesnod] A well made recreation of the Goliath from Six Flags Magic Mountain I saw had 7 excitement and 4.7 fear. And it was built like the real life counterpart, including breaks. (it didn't slow down as much as the real one at the breaks though)

And to answer your last question:
Why should I build long coasters?
PRO
1. If you have two rides with the exact same values in fear/nausea/excitement but one takes 30s to finish and one takes 60s then you will be able to increase the ticket price of the longer coaster to a higher value compared to the short coaster. (we are talking about time here, but a longer distance to travel normally means more time for the ride to drive around the track) --> money
2. The park rating goes up higher with the more expensive ride if both rides have the same excitement/fear/nausea values (and more expensive mostly means longer). --> park rating (which means more guests in your park)
3. If you build your long coasters in a clever way to have no stopping times at block sections while having enough trains to always have one train refill at the station but no trains waiting you will earn more money per time with it as the running cost doesn't go up as much as the extra cash from tickets you earn by having trains filled nonestop without pauses. --> even more money if you combine it with the higher ticket costs from point 1
4. Less rides/coasters to check for your engineers. --> you can hire less engineers
(5. If you are playing sandbox long rides are more fun to do onrides in as you can use a lot more triggers and scenery compared to a small ride)

CONTRA
1. You need to have a lot of money to build a large coaster and hence you might just not have the money to finish it. In your early game you might just not be able to build one. --> can't build a huge one early in the game
2. Breakdowns are a lot worse when you have many trains running. As far as I've seen there are no break failures right now though. That means this could be ignored. But it still means MORE people waiting in the track and loosing their funlevel fast. --> if a ride breaks down a lot more guests will be angry compared to a small coaster or ride breaking and your income might crash during that time
3. Guests might have to wait too long in the queus if you only have a few large rides compared to many small ones --> MIGHT have a negative impact on your guests happiness (but it is mostly countered by having a longer ride time and hence a longer time of 100% happiness)
4. A lot harder to build if you go for blocksections and additional lifts. And if you don't time them right you might end up destroying your scores. You need to completely avoid any waiting times while always having a train refilled at your station. If you take the easy route and instead build a large station to have more trains without block sections and lifts you will increase your running cost A LOT. --> it is hard to time block sections and lifts
5. Due to the test system not sending trains nonstop and instead just sending as many trains as there would normally be it can be time consuming to wait for the real time testresults each time you change something --> until they finally fix the test system to spawn infinite trains it can be very time consuming to check your current excitement/fear/nausea values if your coaster reaches a certain length


Long coasters have a better cost/profit ratio compared to short coasters and rides. But they are timeconsuming to create and it can be hard to time the different block sections and lifts in a way which doesn't create waiting times while keeping an eye on good excitement/fear/nausea values at the same time. But the main issue is their initial cost. In most scenarios you can't afford anything which costs more than 10.000 and after you reach a point to finally build something that costs 15.000 or more you will most likely already have a great income. But in scenarios with the ability to take loans those large coasters can create enough income to get rid of all money problems. Monolith takes less than 30 minutes to complete if you prebuild a huge coaster and place it at the start by taking loans and place some scenery to increase the queue and ride scenery rating. I managed to gain more than 4000 monthly profit in the second month by doing that on monolith before unpausing the game. [rolleyes]

If you use the live data for g-force and other values it is rather easy to create a coaster with great values. Take the stingray coaster I created as an example. I just tried out which kind of movement works best to gain good values. But you could use the heatmaps instead for lateral/vertical/forward g-forces and compare them to excitement, nausea and fear heatmaps to find out which values work well for it. That way you can focus your efforts to create those kinds of g-forces and to avoid the "bad" g-forces for the type of coaster you picked. You will find out that circlemovement combined with consistent inverts will work well. (basically a horizontal helix going in circles and changing direction from time to time to be less repetitive) And you want to keep the forward g-forces low. (--> no long and steep drops)
http://steamcommunity.com/sharedfiles/filedetails/?id=808347986
It's the first stingray coaster I created and it ended up as the stingray coaster with the best values in the workshop right now. Many people seem to be like you and just think that they could follow the same build pattern of a hyper, giga, dive or wooden coaster. [rolleyes]
If you use the live data, think logical and know the basics of physics and g-forces you shouldn't have ANY trouble figuring out how to build ANY of the coasters by just trying out all different possibilities for banking, curves, loopings, other inverts and drops - all at different speeds.
The coaster above is just an example for the stingray. You can easily achieve values like those with all caosters. (unless they are coasters which specialize in high or low fear/nausea - those have their highest excitement/fear and excitement/nausea ratios at different than the green values and might drop in excitement heavily if they are not within those fear and nausea values --> they will still easily reach 7+ excitement but do so at yellow levels of nausea, fear or both)

This is still a game though and hence doesn't reflect the g-forces and the nausea/fear/excitement of real life coasters perfectly. The values are close to reallife with some of the coastertypes and further away from real life values with others. But all of it still follows logical rules which makes it easy to create great coasters if you understand how g-forces would feel in reallife. Some people don't even use banking for curves. Most coasters (there are some exceptions) are not made for lateral forces and hence will have bad values if you don't bank curves accordingly. This game might encourage ridiculous designs but it works great with realistic ones, too!
 
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Oh, you're about half a month late my dude.
I've already figured out most of the game mechanics and exploits by now, and a lot of what you wrote in your wall of text is either overly analyzed or incorrect.

Turns out the game and coaster building aren't as complex as they are made out to be and that it's all just systems that can be extremely easily cheesed when you realize more or less how the mechanics work and behave.

The moral here I learned later on is that coasters that focus on inversions, scenic smooth routes and realism (not that this was a realistic build but still) are pretty much trash and a waste of time from a gameplay standpoint, and that abusing constant air time hills and outward banking curves is actually the way to go.

Thanks anyway, cheers.
 
I made many 8+ excitement rides which focus on inversions (the coaster I linked in my post focuses on inversions, too). And don't forget special coasters which can spin or have other special elements to them. [rolleyes] And most reallife coasters focus on airtime. Only a few focus on lateral g-forces. And using outward banking with something like a wooden coaster will punish you with high fear. This only works on some coasters like the dive, hyper and giga.
 
Hi there! I have a similar problem with the coaster i attached. I created a raw sketch to test the fear an nausea threshholds (yeah - that worked out just fine...) But look at the exitement score: The exitement heatmap is in the green (in the 7.00 to 10.50 bracket) everywhere but the overall score in exitement is UNDER 2.0? Something seems completely off whack here!

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You've got a fear rating of 18, that's why. Your coaster is unridable, bordering on lethal. Find out what's causing the high fear rating, put it right and your excitement rating will come up. Also, look at the g-force heat maps. Last time I got such a high fear rating it was just one spot on the entire track that was pulling about 9G that was causing it. As soon as I fixed that I had fear 6 excitement 7.
 
Hi and thanks for the reply! I now read through many forum posts (in this and other threads) and know that the fear rating an high G forces influence the exitement rating. It would have been nice to get a hint in the game, though. There is no mentioning of this happening in game!
Maybe it would be better to reflect this in the UI somehow – the uninfluenced rating in brackets for example.

And just for clarification: i wanted to ramp up the fear level as much as possible - i just didn't know it would have an immediate influence on how the exitement rating was calculated or displayed.

Thx and cheers!
 
There's no harm in trying to ramp up fear but I'd say 10 is the limit really. The vast majority of peeps won't ride anything over that.

Edit: it's kind of logical that the excitement goes down with extreme fear/g-forces. Think of excitement as enjoyment. With too high forces and too much fear your coaster is too unpleasant for anyone to enjoy.

You have a point with lack of info. If you've played previous RCT games then a lot of things are obvious but if you haven't then it can take some figuring out. For some, that's part of the fun but I can see that for others it's not.
 
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It's annoying really, well i want to recreate realistic coaster with block-sections and if you do that when the ride is not operational the coaster cars stay on the blocks in middle of ride and the way to stop that is to have blocks behind the station to carry the cars when not in operation. But when it is in operation when the ride finishes and hits that final brake run when it stops the excitement and fear is like 1.25 and that effects the rides excitement when it really should not because mine was running at 7 excitement when i did not have the final block now its 5...
 
It's annoying really, well i want to recreate realistic coaster with block-sections and if you do that when the ride is not operational the coaster cars stay on the blocks in middle of ride and the way to stop that is to have blocks behind the station to carry the cars when not in operation. But when it is in operation when the ride finishes and hits that final brake run when it stops the excitement and fear is like 1.25 and that effects the rides excitement when it really should not because mine was running at 7 excitement when i did not have the final block now its 5...

The trick is to perfect the timing to the second. Adjust the track in the way that the coaster doesn't have to wait at the block brake (only in case of a breakdown) or waits for a minimum. More cars doesn't mean more throughput. So if leaving one car out does the trick you should do this.
 
I built a realistic version of BTM... the exitement is only 2.8.... I built a teacup flat ride in my park... nobody of the 4000 guests use it... even I put the price for free.... Something is wrong... on the other hand there is robbery all the time even with lots of security guards in the park.... it feels unrealistic to me sometimes..
 
I built a realistic version of BTM... the exitement is only 2.8.... I built a teacup flat ride in my park... nobody of the 4000 guests use it... even I put the price for free.... Something is wrong... on the other hand there is robbery all the time even with lots of security guards in the park.... it feels unrealistic to me sometimes..

Planet Coaster often doesn't like realistic coasters. [sad]
 
The trick is to perfect the timing to the second. Adjust the track in the way that the coaster doesn't have to wait at the block brake (only in case of a breakdown) or waits for a minimum. More cars doesn't mean more throughput. So if leaving one car out does the trick you should do this.

Yes its not stacking on the break run the break run is long to fit 4 trains for my coaster and it does not stack because there is no excitement on the breaks it drops the entire ride's excitement.
 
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